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HardsuitsStep One: Chose a FrameWeights based on 1 unscaled ton per 2 unscaled Kills, 1 unscaled ton = 5 scaled Hits, 1 unscaled ton = 1 scaled Kilograms. CP cost based on 1 unscaled CP = .2 scaled CP All Mecha have a number of Spaces in which to mount weapons and thrusters and verniers equal to their unscaled Kills of Structure. Weapons take up as much space as their cost times 5 but can be fitted by buying Space Efficiency.
Step Two: Add Armor
Armor is limited to two sizes greater than the Size of the Mecha
Step Three: Add Weapons
Step Four: Purchase Cockpit,Sensors and OptionsCockpitHardsuits do not have to allocate space for the wearer. The Control system is a Reflex/Slave Type. Sensors
Electronic Warfare Systems
Full Cost for first system, subsequent systems cost 1/2 Space = Cost (if multiple EW systems, cost of most expensive
unit)
EW systems are: Defensive (Sensor, Missile, Radar Jamming) Offensive (ECCM)
Options
|
System | Sp | Cost | Spec |
Stereo | - | .02 | Tunes |
Liftwire | - | 0.06 | |
Antitheft | - | * | *0.04cp std or 0.08cp for enhanced unit |
Spotlights | - | 0.06 | Illuminates 10m |
Nightlights | - | 0.1 | IR spotlights illuminate 10m |
Storage | 1 | .2 | 50kg storage |
Micro- manipulators |
1 | .2 | |
Slick Spray | 1 | .6 | |
Bogg Spray | 1 | .6 | |
Damage Control | 1 | .2 | |
QuickChange Mount | - | .2 | Omnimech concept |
Silent Running | - | * | .2cp/level |
Parachute | - | * | .1cp/10 kg |
Re-Entry Package | - | * | .2cp/10 kg |
Ejection Seat | - | .2 | Last Chance! |
Blow-Away Armor | 1 | .4 | Last Chance! |
Place each weapon and additive component into a servo and add up their space requirements. The total should be more than what the servo provides. You can reduce the space requirement at a cost of .1 CP per space reduced.
For example, your left arm has 5 spaces. You decide to mount a weapon that requires 11 spaces in that arm. you can either reduce the weapon to just fit or further to leave room for later (recommended). You decide to reduce it by 8 spaces, leaving 3 in the arm. This reduction costs .8 CP. The weight, damage, and capability of either the arm or weapon is unaffected.
(Unscaled notes, 1 unscaled CP per 2 spaces. In the previous example, an 8 space reduction would cost 4 CP, which would be scaled (x0.2) to .8 CP.)
Add up the weights of all the servos, weapons, and additive components and record their total. Consult the MOVE and MV table. If the weight is too high, then reduce it by purchasing weight efficiency at a cost of .1 CP per kilogram reduced.
For example, your hardsuit so far weighs 210 kg. That is fairly heavy, so you wish to reduce it to a manageable and consistent 79 kg. That is a 131 kg reduction. At .1 CP per kilogram, that comes to 13.1 CP. Our design now weighs 79 kg and costs 13.2 C P extra.
Add up the CP costs of the frame, armor, weapons, additive components, and efficiencies.
The space requirement of thrusters is the hardsuit's weight in Kilograms x 0.0375 x Mekton MA desired. Divide the result by 5 for the CP cost. Most hardsuits don't actually fly (Sylia's being the only one) but use Jumpjets for extended leaps. A leap o f 100 meters (recommended) is equal to about Mekton MA of 2. True flight requires a Mekton MA of 7 or higher. Most thrusters are located in the torso, so buy space efficiency if required.
For example, our 79 kg. Hardsuit wishes to jump 100 meters. That would be MA 2, so 79 x 0.0375 = 2.9625 x 2Ma = 5.925 spaces /5 = 1.185 CP.
Mekton MA Points | Cost | Weight | Spaces | Balance Modifier |
---|---|---|---|---|
10 | .2 | .5kg | 1 | .05 |
20 | .4 | 1kg | 2 | .1 |
30 | .6 | 1.5kg | 3 | .15 |
40 | .8 | 2kg | 4 | .2 |
50 | 1.0 | 2.5kg | 5 | .25 |
70 | 1.4 | 3.5kg | 7 | .35 |
100 | 2.0 | 5kg | 10 | .5 |
200 | 2.4 | 6kg | 12 | .6 |
500 | 3.0 | 7.4kg | 15 | .75 |
1000 | 5.0 | 10kg | 20 | 1.0 |
Max Boost | Balance Modifier |
---|---|
+1 | x0.6 |
+2 | x0.7 |
+3 | x0.8 |
+4 | x0.9 |
+5 | x1.0 |
+6 | x1.1 |
+8 | x1.3 |
+10 | x1.6 |
+20 | x2.0 |
+50 | x2.2 |
+100 | x2.5 |
Total all the Balance Modifiers from every Boosterpack installed, then multiply the total by their Max Boost (the maximum additional MA per turn) modifier. The resulting Balance Modifier is subracted from the Hardsuit's Land MA, Flying MA, and MV. Once th e Boostpacks are out of MA (out of fuel), then they can be discarded and the modifiers ignored.
Torso | Limbs | Other | Space | KD | Balance Modifier | Cost | Anti-Fusion Cost |
---|---|---|---|---|---|---|---|
SL | STR | MW | 2 | 5 | 0 | .4 | .6 |
LW | MS | LH | 4 | 10 | 0.1 | .8 | 1.2 |
STR | HS | MH | 6 | 15 | 0.2 | 1.2 | 1.8 |
MS | MW | AH | 8 | 20 | 0.3 | 1.8 | 2.4 |
HS | LH | SH | 10 | 25 | 0.4 | 2.0 | 3.0 |
MW | MH | MEGA | 12 | 30 | 0.5 | 2.4 | 3.6 |
LH | AH | 14 | 35 | 0.6 | 2.8 | 4.2 | |
MH | SH | 16 | 40 | 0.7 | 3.2 | 4.8 | |
AH | MEGA | 18 | 45 | 0.8 | 3.6 | 5.4 | |
SH | 20 | 50 | 0.9 | 4.0 | 6.0 | ||
MEGA | 22 | 55 | 1.0 | 4.4 | 6.6 |
Balance Modifier | Space Penalty | Cost |
---|---|---|
.1 | -2 | .4 |
.2 | -3 | .8 |
.3 | -4 | 1.2 |
.4 | -5 | 1.6 |
.5 | -6 | 2.0 |
.6 | -7 | 2.4 |
.7 | -8 | 2.6 |
.8 | -9 | 3.2 |
.9 | -10 | 3.6 |
1.0 | -11 | 4.0 |
Multiplier Systems affect the cost of the entire mecha. Add up all the multiplier costs and add the result to 1. Muliply that result by the previously figured CP cost of the Hardsuit. The result is the final cost of the hardsuit
Charge | XS | Cost | Modifiers |
Undercharged | 1 | -x0.15 | -1MV,-1 Mekton MA |
Standard Charge | 1 | x0.0 | +0MV,+0 Move |
Overcharged | 1 | x0.15 | +1MV,+1 Mekton MA |
Supercharged | 1 | x0.3 | +2MV,+2 Mekton MA |
Source Cost
Power Cell -x0.15
Reflex type Control System, Cost Multiplier is x0.1
Hydraulics | Cost | Spaces | Melee Bonus | Lifting Capacity |
Space Type | -x0.1 | -1/servo | +0 | x1 |
Marine Type | -x0.05 | 0 | +0 | x1 |
Standard | x0.0 | 0 | +0 | x1 |
Heavy | x0.1 | 1/servo | +1d6 | x1.5 |
Superheavy | x0.2 | 2/servo | +2d6 | x2 |
Type | Cost |
Arctic Env.Prot: | x0.05 |
Desert Env.Prot: | x0.05 |
Underwater EnvP: | x0.05 |
HighPressure EP: | x0.05 |
Space Env.Prot: | x0.05 |
EM EnviroProt: | x0.1 |
Reentry EnvProt: | x0.1 |
Using your previously figured weight, consult the table below to determine your Hardsuit's Maneuver Value. This should be abyssmally high. To reduce it, purchase Maneuver Verniers and place them in the torso, arms, and legs.
1/10 scale design MV | |
Weight in Kg. | Reflex and Dexterity modifier |
1 - 19.9kg | -1 |
20.0 - 29.9kg | -2 |
30.0 - 39.9kg | -3 |
40.0 - 49.9kg | -4 |
50.0 - 59.9kg | -5 |
60.0 - 69.9kg | -6 |
70.0 - 79.9kg | -7 |
80.0 - 89.9kg | -8 |
90.0 - 99.9kg | -9 |
over 100.0kg | -10 |
MVBonus | Cost | Spaces |
+1 | x0.1 | 5 |
+2 | x0.2 | 10 |
+3 | x0.3 | 15 |
+4 | x0.4 | 20 |
+5 | x0.5 | 25 |
+6 | x0.6 | 30 |
+7 | x0.7 | 35 |
+8 | x0.8 | 40 |
+9 | x0.9 | 45 |
+10 | x1.0 | 50 |
System | Cost |
Basic Cloak | x0.15 |
Active Cloak | x0.3 |
Fire Control | x0.3 |
Pulse Refract | x0.1 |
Stealth | x0.2 |
Please refer to the Mekton Zeta Plus book page 79 for detailed information on this complicated system.
Turns: | 1 | 2 | 3 |
---|---|---|---|
Cost: | x0.75 | x1.25 | x2.0 |
Add up all the Multiplier Systems and add 1. Multiply the result by the total CP cost of the Hardsuit. The final result is the final CP cost of your Hardsuit.
1/10 scale design Movement | |||||
Weight | Unscaled MA | Move Bonus | Ground Move | KPH | MPH |
0-19.9kg | 6 | +6 | +18 meters / phase | +18 kph | +12 mph |
20.0-39.9kg | 5 | +5 | +15 meters / phase | +15 kph | +10 mph |
40.0-59.9kg | 4 | +4 | +12 meters / phase | +12 kph | +8 mph |
60.0-79.9kg | 3 | +3 | +9 meters / phase | +9 kph | +6 mph |
over 80.0kg | 2 | +2 | +6 meters / phase | +6 kph | +4 mph |